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Fences Techniques: Solve Without Guessing

Fences puzzles never need guessing: every line follows from a pattern. These are the ones that solve most of a grid. New here? Read the rules first.

1. Zeros: cross everything

A 0 has no lines, so cross all four sides. The dots around it then have fewer options, which often forces the lines of neighbouring numbers.

2. Corner 3 and corner 1

A 3 in a corner square always uses both outer edges (otherwise it couldn't reach three). A 1 in a corner never uses them, so cross both.

3. Two 3s side by side

Adjacent 3s share an edge: the shared edge and both outer parallel edges are drawn, and the line leaving each end turns away.

4. Diagonal 3s

Two 3s touching at a corner each use their two edges furthest from that corner.

5. A line entering a 1 or a 3

A line arriving at the corner of a 1 must leave along one of the 1's two sides touching that corner, so the other two sides are crossed. Arriving at a 3, the line must turn away, and the two far sides of the 3 are drawn.

6. Dot rule

Every dot is 0 or 2. When a dot already has two lines, cross the rest; when it has one line and only one open gap, draw it. Say it as you go: "two in, two out."

7. Don't close too early

A small loop that ignores part of the puzzle is wrong even if its numbers fit. When a line is about to close a loop, check that every number is already satisfied.

Frequently asked questions

Where should I start a Fences puzzle?

At the 0s and the 3s, especially in corners and next to each other. They fix lines immediately; everything else follows from those.

Last updated 2026-10-20

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